The game so far looks like the perfect example of "polish later - just make it fun for now" You don't have much art or assets but the level design and core mechanic seems really fun. Gonna be good when it's done ✔️
Well, seeing that the game will be hard as hecc makes me relieved, I LOVE platformers like Celeste and this game seems to have great mechanics that can be expanded on a fun nerve-wracking experience! Btw, if I were you, I would build a secret level hidden in the most unusual place possible just for it to be a rage segment that rewards you with a silly message at the end
Great progress, you balanced out the feeling of difficulty with relief that when you die you get to continue close to where you left off which is definitely a very important thing to keep players playing the game, The camera movement looks pretty smooth and nice and its very useful to have it as a guide in some way, showing you where to go.
I’m really exited for this game because I can see your thinking everything through fully and in depth about what really makes a game fun, not just throwing a bunch of mechanics at a wall and hoping things stick, Which is something a lot of indie games do
I'm a fan of challenging games and this just looks soo good, I already wishlisted the game! The art in the end is looking really good. I cant wait for more devlogs im literally so invested.
Really enjoying these devlogs. Have you talked about your/teams programming/art/gamedev backgrounds? As a new indie dev, it would be interesting to hear about backgrounds and how you guys learned such skills.
Honestly we haven't talked a ton about that, just a little here and there throughout devlogs. I'm a UX designer by trade, Noah and Rachel are storyboard and comic book artists. I might consider doing a full video on the topic though. Thanks for the suggestion!
Nice! I have a similar camera system in my platformer, I didn't consider having variables to clamp differently for different instances like that though, food for thought! Nice to see someone else using GameMaker too :)
honestly I don't understand game dev that much but I always enjoy watching devlogs, also are you going to do something for speedrunners(like an easter egg for finishing the game fast)? because I know there will be many of them
Great video! Another thing you could add to challenge players is to copy Shovel Knight by offering rewards for destroying checkpoints, giving confident players a way to bump up the difficulty.
@@OandCoGames also, for added challenge, make an option to disable check points, but maybe also make them something the user has to earn or purchase from a vendor. If you die it can either use up a charge or the user can just accept defeat and restart at an earlier point
Hi, nice video! The movement looks great but there is something about the UI and it is that the player doesn't look at it while moving. I think it would be better if you had a smaller version on top of the player + the current UI so you can see it while platforming. (Something like Zelda games)
Hey, Jordan? Are you guys at O and Co. Games planning to add cycles (Objects that move around in a set cycle enemies or platforms). Because the levels look pretty stiff I know most of that is because of the artwork not being done but objects that move other than nectar can bring the levels to life. For example any chapter in celeste.
You can accomplish dynamicism with environmental objects too. For instance geometry dash, of all games, does this really well, since the levels are mostly stationary, and it relies on a lot of music-synced backing objects to make everything more dynamic
lol yay! The "You Died" is mostly just a Dark Souls reference 😅 In the game's story Mae won't really "die" as much as regroup with her spirit at the last checkpoint.😅
Feels like im watching a mini video essay, this is awesome
Awe shucks thanks. Your profile pic looks familiar. You don't happen to use the username Berry anywhere do you?
@@OandCoGames No, just a fan of parappa lol
The game so far looks like the perfect example of "polish later - just make it fun for now"
You don't have much art or assets but the level design and core mechanic seems really fun. Gonna be good when it's done ✔️
Brilliant. I hadn’t ever given camera movement so much thought, but it totally makes sense how much of an impact it would make on a game/level
The production quality of these dev logs is very impressive.
Well, seeing that the game will be hard as hecc makes me relieved, I LOVE platformers like Celeste and this game seems to have great mechanics that can be expanded on a fun nerve-wracking experience!
Btw, if I were you, I would build a secret level hidden in the most unusual place possible just for it to be a rage segment that rewards you with a silly message at the end
Great progress, you balanced out the feeling of difficulty with relief that when you die you get to continue close to where you left off which is definitely a very important thing to keep players playing the game, The camera movement looks pretty smooth and nice and its very useful to have it as a guide in some way, showing you where to go.
I’m really exited for this game because I can see your thinking everything through fully and in depth about what really makes a game fun, not just throwing a bunch of mechanics at a wall and hoping things stick, Which is something a lot of indie games do
I'm a fan of challenging games and this just looks soo good, I already wishlisted the game! The art in the end is looking really good. I cant wait for more devlogs im literally so invested.
Really good video! The editing and quick pace keeps me engaged and excited about the game :)
Really enjoying these devlogs. Have you talked about your/teams programming/art/gamedev backgrounds? As a new indie dev, it would be interesting to hear about backgrounds and how you guys learned such skills.
Honestly we haven't talked a ton about that, just a little here and there throughout devlogs. I'm a UX designer by trade, Noah and Rachel are storyboard and comic book artists. I might consider doing a full video on the topic though. Thanks for the suggestion!
@@OandCoGamesYes, please. As a hobbyist game dev I’m curious how to get better or where to learn more than just CZcams.
So cool watching the game grow with every devlog! And I'm learning so much
That's ghost projection mechanic looks awesome, never seen it before!
Remember this neat trick from Celeste: to ramp up the tension on certain screens, decrease the checkpoint frequency and increase the screen's length.
you should see how hotline miami does instant respawns and keeps the music going so death is unnoticable
After a few months, still my most anticipated indie game on my wishlist.
It warms our hearts to hear it :)
This camera system looks so clean!
The game is looking great!
I love your ideas!
Ah, I'm getting so excitied for this game!
Nice! I have a similar camera system in my platformer, I didn't consider having variables to clamp differently for different instances like that though, food for thought! Nice to see someone else using GameMaker too :)
Always a pleasure meeting a fellow GMS dev :)
Still loving the series, keep it up.
looks very cool and fun to play.
Just started learning unity, but this helped a ton in understanding how the camera works even though i don't know how to implement the code yet
Glad to help!
honestly I don't understand game dev that much but I always enjoy watching devlogs, also are you going to do something for speedrunners(like an easter egg for finishing the game fast)? because I know there will be many of them
Oh absolutely. From day 1 we've had speedrunners in mind.
Great video! Another thing you could add to challenge players is to copy Shovel Knight by offering rewards for destroying checkpoints, giving confident players a way to bump up the difficulty.
oooooo I love that idea actually.
@@OandCoGames also, for added challenge, make an option to disable check points, but maybe also make them something the user has to earn or purchase from a vendor. If you die it can either use up a charge or the user can just accept defeat and restart at an earlier point
I can very much see a new, slower Celeste in here and I really like that
Hi, nice video!
The movement looks great but there is something about the UI and it is that the player doesn't look at it while moving.
I think it would be better if you had a smaller version on top of the player + the current UI so you can see it while platforming. (Something like Zelda games)
YES! You actually nailed something I've commonly found in playtesting. I love this suggestion.
I feel like the vines (if they aren't place holder sprites) should have a bigger sense of scale compared to the obvious grid that they are on.
Agreed.
Lets go
Hey, Jordan? Are you guys at O and Co. Games planning to add cycles (Objects that move around in a set cycle enemies or platforms). Because the levels look pretty stiff I know most of that is because of the artwork not being done but objects that move other than nectar can bring the levels to life. For example any chapter in celeste.
Yes actually!
You can accomplish dynamicism with environmental objects too. For instance geometry dash, of all games, does this really well, since the levels are mostly stationary, and it relies on a lot of music-synced backing objects to make everything more dynamic
So if I die…it’s…fun? Yay
lol yay! The "You Died" is mostly just a Dark Souls reference 😅 In the game's story Mae won't really "die" as much as regroup with her spirit at the last checkpoint.😅